King Philip`s War Rulebook - Multi

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Table of Contents
13.0
Phases 6 And 8: Combat...................................................... 10
1.0 Introduction...............................................................................3
2.0 Course of Play............................................................................3
13.1 Battle Step 1: Evasion (voluntary)...................................... 11
3.0 Components..............................................................................3
13.2 Battle Step 2: Battle Roll...................................................... 11
4.0 The Game Map..........................................................................3
Re-rolls..................................................................................... 11
4.1 Colonies......................................................................................3
13.3 Battle Step 3: Determine Event Die Effect....................... 11
4.2 Spaces...........................................................................................3
Ambush . ................................................................................. 11
4.3 Connections...............................................................................4
Spy............................................................................................. 11
4.4
Tracks..........................................................................................4
Emergency Reinforcements ................................................ 12
4.5 Eliminated Units Box...............................................................4
Massacre................................................................................... 12
5.0 Adjacency...................................................................................4
Panic......................................................................................... 12
6.0 The Game Pieces (Or Counters)...........................................4
Guide ....................................................................................... 12
6.1 Units and Markers....................................................................4
13.4 Battle Step 4: Determine Losses......................................... 12
6.2 Warriors and Soldiers...............................................................4
13.5 Battle Step 5: Remove and Record Losses........................ 12
6.3 Stacks of Infantry (War Bands and Companies)................5
13.6 Effects of Losses...................................................................... 13
6.4 Leaders........................................................................................5
13.7 Battle Step 6: Advance after Combat................................. 14
6.5 Markers........................................................................................5
13.8 Battle Step 7: Adjust Victory Points (If Needed)........... 14
7.0 Setting Up The Game...............................................................6
13.9 Battle Step 8: Apply Event Die (If Needed)..................... 14
8.0 The Sequence of Play................................................................7
9.0
Phase 1: Church/Allied Indian Roll.....................................7
13.10Battle Step 9: Remove Battle Fought Markers
(after last battle)..................................................................... 14
10.0
Phase 2 and 4: Reinforcements..............................................7
10.1 Receiving Reinforcements.......................................................7
English Reinforcements:.........................................................7
Indian Reinforcements:...........................................................7
10.2 Muskets.......................................................................................8
11.0
Phase 3: Indian Diplomacy . ..................................................8
11.1 Conducting Diplomacy...........................................................8
11.2 Mohawks.....................................................................................8
12.0
Phases 5 and 7: Movement......................................................9
12.1 How to Move.............................................................................9
Limitations on movement:.....................................................9
12.2 River Movement........................................................................9
12.3 Ocean Movement (English only)..........................................9
12.4 Interception of Moving War Bands/Companies . ......... 10
12.5 Intercepting Battle Markers................................................. 10
12.6 Winter Movement................................................................. 10
12.7 Placing Battle Markers.......................................................... 10
12.8 Winter Battle Limits............................................................. 10
14.0
Phase 9: Winter Attrition.................................................... 14
15.0
Phase 10: Check Victory Conditions................................ 14
16.0
Victory Conditions............................................................... 14
Automatic English Victory.................................................. 14
Automatic Indian Victory.................................................... 14
End of Game Victory............................................................ 14
17.0
The Short Game..................................................................... 14
18.0
Optional Rules....................................................................... 15
18.1 Disunited Colonies............................................................... 15
18.2 Unlimited Ferocity................................................................ 15
18.3 Limited Ferocity..................................................................... 15
King Philip’s War: The History and the Game.................................. 15
Abbreviated Bibliography...................................................................... 16
Credits 16
Extended Examples of Play.................................................................... 17
Movement and Battle Marker Placement..................................... 18
English Movement and Combat.................................................... 19
Reinforcements.................................................................................. 20
An Example of Diplomacy.............................................................. 20
© Multi–Man Publishing, Inc. 2010
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King Philip’s War
1.0 Introduction
King Philip’s War is a game about the highly destructive conflict between the Native Indians and English settlers of New England in 167576. Although it was short, King Philip’s War established many familiar
features of armed encounters between Indians and Europeans. This
game is designed for ease of play, so it cannot capture all the nuances
and horrors of seventeenth-century wilderness warfare. King Philip’s
War does, however, reflect many factors that influenced the course of
wars between cultures in colonial America. These are discussed briefly in
the historical notes throughout these rules.
2.0 Course of Play
One player will play as the Indians and the other as the English. The
Indian player is attempting to drive the English invasion back to the sea.
The English player is attempting to remove the Indians as obstacles to
colonial expansion. Each turn, players will receive reinforcements (after
the first turn), recruit allies, move their forces along connections on the
map, battle enemy forces or attack enemy sites, and gain or lose victory
points based on the results. These actions occur in the order specified in
the Sequence of Play.
During one of the first six turns, determined by the dice, the English
leader Benjamin Church will enter the game and significantly increase
his side’s military capacity. The middle turn of the game (Turn 5)
represents winter, when movement and combat will be limited, and
both players’ forces will suffer attrition.
Many of the spaces are color-coded to make ownership clear. Many
also include small icons indicating a special feature, such as a dock to
indicate a port space.
4.2 Neutral Spaces (clear or transparent round spaces)—
these are neutral spaces open to either side.
Settlements (round spaces ringed in red)—settlements
are established English towns. Warriors may never enter
these spaces while the settlement is still intact (i.e., not
razed). Allied Indians may move through but may not
end their movement in settlements.
Players will also note that the English settlements are identified by
two-letter abbreviations and color coded to show to which colony they
belong.
Green – Massachusetts (MA) Purple – Connecticut (CT)
Yellow – Rhode Island (RI)
Players will also note that the Indian villages are identified by two-letter
abbreviations and color coded to show to which tribe they belong.
White – Wampanoag (WA)
Black – Mohawk (MO)
King Philip’s War includes:
This rules booklet
•
2 player’s aid cards
•
A map (game board)
•
178 die-cut counters
•
1 red six-sided die (used by the English player)
•
1 green six-sided die (used by the Indian player)
•
1 Event Die
4.0 The Game Map
The game map represents the English colonies in New England around
1675. The geographic features, settlements and villages have been
adapted for ease of play.
4.1 Colonies
Thick colored lines outline the boundaries of the four English colonies
of New England: Massachusetts (green), Plymouth (orange), Rhode
Island (gray), and Connecticut (blue). These boundaries also include
the Indian lands within the colonial borders.
Within the colonies, there are round spaces, hexagonal spaces, connections, and rivers. Outside the colonies, the map includes several bays and
sounds, and some land which is not relevant to the game and is never
entered during play.
© Multi–Man Publishing, Inc. 2010
Orange – Plymouth Colony (PL)
Villages (round spaces ringed in white, with a colored
band)—villages are spaces inhabited by Indians. English
units and Allied Indians may never enter these spaces
while the village is still intact (i.e., not razed).
3.0 Components
•
Spaces
Yellow – Sakonnett (Wampanoag) (SK)
Green – Pocasset (Wampanoag) (PC)
Purple – Niantic (NC)
Blue – Narragansett (NA)
Pink – Nipmuck (NI)
Gold – Pocumtuck (PO)
Aqua – Abenaki (AB)
Villages and settlements have three conditions:
•
Undamaged—an undamaged village or settlement
has 1 strength point (SP)
•
Raided—a village or settlement that has lost its SP
in battle has been raided.
•
Razed—a village or settlement that loses a second
SP in battle has been razed. SP lost beyond the
second are ignored.
There are Settlement/Village Raided/Razed counters provided with
the game to mark the current condition of the space. If the settlement is
undamaged, no counter is placed on it to show this condition.
All villages and settlements begin the game in undamaged condition.
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A settlement or village space that has been razed in battle is considered a
neutral space for all game purposes.
Forts (hexagonal spaces with a stockade symbol)—
Forts are settlements or villages with sturdy walls
surrounding them. Forts provide protection for
troops in the space.
Forts have four conditions:
•
Undamaged—an undamaged fort has 2 SP.
•
Damaged—a fort which has lost 1 SP in battle
and has only 1 SP left.
•
Breached—a fort which has lost both SP has
been breached and has no SP.
•
Razed—a fort which has lost a third SP has been
razed.
There are Fort Damaged/Breached counters provided with the game to
mark the current condition of the space. If the fort is undamaged, no
counter is placed on it to show this condition.
All forts begin the game in undamaged condition.
Once a breached Fort counter is lost in combat, place a Razed
Settlement/Village counter on the space to show that the fort has been
destroyed. The space is now a neutral space in all respects.
You cannot build a new fort, settlement or village. What you see on the
map is what you get.
4.3 Connections
Connections (dotted black lines with red/white pips)— are paths that
represent dirt roads or trails between spaces and determine the costs for
movement into and out of a space. The pips regulate movement - the
more pips, the more difficult the terrain is to move through.
4.4
Also on the map are two tracks: one for victory points and provisions
lost, the other for turns. These are multi-functional and will track a few
other things as well.
4.5 Eliminated Units Box
This box is used to store Indian Warriors that have been eliminated in
combat and Key Leaders from either or both sides that have perished.
Only under certain circumstanced may Indian Warriors leave this box
and return to play, and perished Key Leaders are permanently out of the
game if placed here.
5.0 Adjacency
Any two spaces connected by a connection or river are considered adjacent for purposes of movement and combat. Spaces must be adjacent
for movement to occur between them.
6.0 The Game Pieces (Or Counters)
6.1 Units and Markers
King Philip’s War has two kinds of game pieces (often referred to as
“Counters”), Units and Markers.
Units are Warriors (Indian)/Soldiers (English), Sachems (Indian)/
Captains (English), Key Leaders, Guides, Spies, Villages (Indian)/
Settlements (English) and Forts. These collectively are all considered
Units.
Markers are everything else (Game Turn, Battle, Victory Points,
Provisions Lost, etc.).
The Units and Markers are each provided with a base color to show to
which side it belongs. A reddish color shows English ownership and a
greenish color shows Indian ownership.
Both Units and Markers are collectively called Counters.
6.2 Rivers—rivers can also connect spaces and sometimes allow movement
between them. Indians can use river movement from the beginning
of the game. Some Soldiers can use river movement once Benjamin
Church enters the game. Companies including Church and/or Allied
Indians can use river movement.
Tracks
Warriors and Soldiers
Warriors (Indians and Allied Indian) and Soldiers (English) are the
mobile units that each player uses to project their strength on the map
and are collectively called Infantry.
Infantry units have three conditions:
River Spaces (round spaces with a light blue ring)—a village
or settlement situated on a river. The blue ring around a
space means the space can be entered or exited via river
movement.
Ocean Ports (settlements with a dock icon)—ocean
ports allow the English to use movement by sea from
one port to any other port. Indians cannot use ocean
movement.
Note: some spaces are both river spaces and ocean ports.
•
Full Strength—Infantry with the side showing two figures face
up and having 2 SP.
•
Weakened—Infantry with the side showing one figure face up
and having 1 SP.
•
Defeated—Infantry which has 0 SP remaining and is removed
from the map
Once weakened, Infantry may never regain full strength (though some
counters may be reused after being defeated and removed from the
map).
© Multi–Man Publishing, Inc. 2010
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Two weakened Infantry cannot be combined to form a full–strength
Infantry, nor can a full-strength Infantry be broken into two weakened
Infantry.
Players may never voluntarily remove Infantry from the map.
6.3 Stacks of Infantry (War Bands and Companies)
Players can stack their Infantry, within limits.
One, two, or three Soldiers (or Allied Indian
Warriors) in the same space are called a company.
One, two, or three Warriors in the same space are
called a war band.
There is a limit to the size of companies and war bands, and the limit
depends on whether a leader (see rule 6.4 for a definition of a leader) is
with them. If a space contains a leader, then the company or war band
in the space can be a stack of one, two, or three Infantry. If there is no
leader in the space, then the company or war band can only have one or
two Infantry. Infantry in a stack may be full-strength or weakened, but
are limited to these numbers.
Note: one Warrior or Soldier is still considered a stack and is a war band
or company by itself.
There are other restrictions on forming companies and war bands.
Companies—At the start, Infantry units from different colonies cannot
mix to form companies (they can’t stack together). All companies must
consist of Soldiers from the same colony. This restriction is removed
after Church enters the game. If Church is killed, companies of mixed
units can still stack together. Allied Indians may stack with any colony’s
Soldiers.
War bands—normally, only Infantry units from the same tribe may
form war bands (stack together). However, Warriors with white, yellow,
or green bands are all considered to be Wampanoag and may belong to
the same war band. (The Wampanoag Warriors are marked with a “W”
on the counter.) Also, any war band led by Philip or Canonchet may
combine Warriors from different tribes.
Players can merge and break up companies and war bands at will during
their movement steps, so long as stacking restrictions are maintained at
the completion of movement for that company or war band.
Sachems and Captains:
•
allow a company or war band to consist of up to three Infantry;
and
•
may have Spies and Guides attached to them; and
•
provide various modifiers for several game mechanics (like evasion, interception)
The Key Leaders are:
•
English: Winslow and Church
•
Indian: Philip and Canonchet
Historical Note: Philip’s name was an attempt by Metacomet’s father
to bridge the cultural gap between the colonists and the natives. He felt
that an anglicized name would help to bring peace to the two groups.
Additionally Metacomet’s people added the title “King” because they
believed that the title was in keeping with English tradition for a ruler of
his people. Hence the name “King Philip” has been used as a historical and
more commonly known reference for Metacomet.
Key Leaders:
•
allow a company or war band to consist of up to three Infantry;
and
•
may have Spies and Guides attached to them; and
•
provide various modifiers for several game mechanics (like evasion, interception)
In addition, Key Leaders:
•
add an additional 1 SP to the strength of a stack; and
•
may be killed and permanently removed from play; and
•
Philip and Canonchet allow Warriors from different tribes to
stack together; and
•
Philip (only) may perform diplomacy (see rule 11.4); and
•
Church offers the English player several advantages when he
enters play (see rule 9.0).
Players may stack with settlements, villages or forts from other colonies
or tribes; it is only the Infantry that has stacking restrictions based on
colony or tribe.
Leaders can be lost or killed in combat (See rule 14.0).
All other units do not count towards the stacking limit (although rules
may prohibit stacking of these units in other ways).
Leaders may move by themselves but must always end their movement
on a village/settlement or Warrior/Soldier.
Stacking is checked at the end of each Movement Phase.
A leader cannot move on its own if it is leaving a stack of three units,
because that would violate the stacking limit. Such a leader would have
to take at least one Infantry along.
6.4 Leaders
There are three types of leaders in the game.
Leaders may not stack with other leaders.
6.5 •
The Indians have Sachems.
•
The English have Captains.
•
Both sides have Key Leaders.
© Multi–Man Publishing, Inc. 2010
Markers
All other counters are considered markers. Players use them to indicate
the condition of villages, settlements, and forts; to track victory points,
provisions lost, and the current game turn; and to track the location
and/or availability of muskets.
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Rules for placing markers are included in the appropriate sections below.
If a player runs out of markers, new ones may be created.
7.0 Setting Up The Game
Place the turn marker in the square for Turn 1 on the Turn Track.
Place the Indian and English VP, and the Indian and English Provisions
Lost markers on square 0 on the Victory Points/Provisions Lost track at
the top of the map.
Place the Church counter on Turn 6.
Historical Note: Benjamin Church was an English leader who changed the
course of the war in favor of the English, largely by adopting Indian tactics
and engaging Indian allies. His advice was ignored early in the war. The
Church die roll in the first phase of the early turns creates some uncertainly
about Church’s rise to leadership and the availability of Indian forces
friendly to the English.
Place one musket marker each on Turns 2, 3, 4, and 6.
The English player sets up first and places the following in each colony,
maximum one Soldier per settlement. Leaders may be stacked with any
Soldier.
•
1 Captain and 5 Massachusetts Soldiers (green striped) in any
Massachusetts settlement;
•
1 Captain, Key Leader Winslow, and 2 Plymouth Soldiers
(orange striped) in any Plymouth settlement;
•
1 Captain and 2 Rhode Island Soldiers (yellow striped) in any
Rhode Island settlement; and
•
1 Captain and 2 Connecticut Soldiers (purple striped) in any
Connecticut settlement.
The Indian player then sets up each allied tribe, restricted only by stacking rules. Leaders may be placed with any war bands of the same tribe.
•
Philip, the Wampanoag Sachem, and all six Wampanoag
Warriors (white striped) in Wampanoag villages;
•
The Sakonnet Sachem and 2 Sakonnet Warriors (yellow striped)
in Sakonnet villages; and
•
The Pocasset Sachem and 2 Pocasset Warriors (green striped) in
Pocasset villages.
•
Place two Mohawk Warriors (black striped) in each of the two
Mohawk villages which are not the Mohawk Treaty Space. Place
the Mohawk Sachem in either village.
The remaining units and markers are all kept off board and enter play
through various game mechanisms.
© Multi–Man Publishing, Inc. 2010
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8.0 The Sequence of Play
•
Soldiers of different colonies may form companies.
A game of King Philip’s War lasts up to nine turns. Each turn consists
of several phases. The exact number depends on the time of year and
Indian diplomatic activity.
•
Companies including Church or Allied Indians may use river
movement.
•
Allows reinforcements to be placed with any company.
The phases in a turn are:
1. Church/Allied Indian Roll
2. English Reinforcements (none on the first turn)
3. Indian Diplomacy (voluntary and conditional)
4. Indian Reinforcements (none on the first turn)
5. Indian Movement
6. Indian Combat
7. English Movement
8. English Combat
9. Winter Attrition (Winter Turn only)
10. Check Victory Conditions & Advance Game Turn Marker to
the next turn.
9.0 Phase 1: Church/Allied Indian Roll
Phase 1 is a roll made by the English player. In the early turns, the roll is
to see whether the Church counter enters the game. Once Church has
arrived, the roll determines whether Allied Indians arrive on the map.
Rolling for Church: until Church enters the game, roll a die to start
each turn. If the result is equal to or less than the number of the turn,
place the Church counter on the board in any settlement space in
Plymouth or Rhode Island. This roll is noted on the Game Turn track.
Developer’s Note: For a more competitive game, do not roll to see if Church
enters the game. Instead he automatically enters on turn 3.
After Church enters the game, the English player may roll for Allied
Indians. Relationships between Indian tribes were complex. The Allied
Indian counters represent tribes that sided with the English during the
war. Allied Indian Warrior units are controlled by the English player.
Rolling for Allied Indians: after Church enters the game, roll a die to
start each turn. Subtract one for every two Indian villages razed (the
Indian Provisions Lost marker tracks this). If the result is 1 or less, place
one full-strength Allied Indian counter in any open area (including
razed villages and settlements). This may include an open area containing an English company – within stacking restrictions. If all Allied
Indian Warriors have been placed, skip this roll.
Play Note: The English player rolls for Allied Indians as soon as—on
the same turn as—Church enters the game. For that turn only, the
English player gets two die rolls in Phase 1.
When Church enters the game the following are now in force:
•
The English may place up to 5 battle markers per combat phase.
•
The English may move up to 5 companies per movement phase.
•
The English may now use 2 and 3 pip connections for movement
and for placing battle markers.
© Multi–Man Publishing, Inc. 2010
10.0 Phase 2 and 4: Reinforcements
10.1 Receiving Reinforcements
Skip these phases on Turn 1.
English Reinforcements:
Starting on turn 2, the English Player receives one full-strength Soldier
for Connecticut, Plymouth Colony and Rhode Island and two for
Massachusetts (a total of 5 new, full-strength Soldiers).
These must be placed on the map in any settlement or with any
company from the same colony. Once Church has entered the game,
Soldiers may also be placed with any English company. Stacking limits
must be honored when the Soldiers are placed.
If the English player has lost any Captains in combat two turns prior,
and they are now on the Turn Track for this turn, place them as per
the same restrictions for Soldier placement. In addition, they must be
placed on either a settlement or company from the same colony (or any
company after Church’s arrival).
If all of a colony’s settlements have been razed, it has been devastated
and has dropped out of the war. It cannot receive reinforcements for the
remainder of the game.
If a colony is still active in the war, but is due reinforcements which cannot be placed legally, delay their arrival and add them to the reinforcements entering the game on the next turn.
English Soldiers that are defeated are placed off the map but are still in
the game. When a colony needs reinforcements during this phase, they
may return to the map as explained above.
Historical Note: the English suffered fewer casualties during the war and
had immigration as a source of population replacement.
If a colony has no Soldiers available in this phase (they are all on the
map), the colony does not get any reinforcements. Players may not make
new Soldiers.
Indian Reinforcements:
Skip this phase on Turn 1.
Starting on Turn 2, the Indian player may place Warrior reinforcements
due each active tribe. The number that each tribe receives when active
and allied is as follows:
•
Wampanoags - 0
•
Sakonnets - 1
•
Pocassets - 1
•
Narragansetts - 2
•
Nipmucks - 2
•
Niantics - 1
8
•
Pocumtucks - 1
cause.
•
Abenakis - 1
•
Mohawks - 1
Philip may only recruit one tribe per turn, and only Philip may recruit.
Once a tribe has been recruited it is now active and allied. The Indian
player may move all that tribe’s units and receive reinforcements.
Prior to being allied with Philip (see rule 11.0) a tribe does not receive
any reinforcements.
Indian reinforcements must be placed on any village of the same tribe.
Stacking limits must be honored while the Warriors are placed.
Reinforcing Warriors (including Allied Indians) may not be taken out
of the eliminated units box (previously defeated Warriors) and can only
be taken from the Warriors not yet played.
Historical Note: one of the most important aspects of King Philip’s War was
the tremendous loss of life and liberty among the Native Americans. The
reinforcement rules reflect this.
Exception: Mohawk Warriors, when defeated, are not placed in the
eliminated units box and may be returned to play just as with the
English Soldiers.
Historical Note: This indicates the power of the Mohawks and the fact that
they did not commit their entire military force to the war.
If all villages of a tribe have been razed, the tribe is considered devastated, and no more reinforcements may enter the game for that tribe.
If a tribe is active in the war, but is due reinforcements which cannot be
placed legally, delay their arrival and add them to the reinforcements
entering the game on the next turn.
10.2 Muskets
After placing all Indian reinforcements, check to see if the Indians have
received any muskets. Muskets give the war band carrying them +1 SP
for combat
If the current turn on the Turn Track has a Musket marker on it, the
Indian player takes the marker and places it with a war band. The war
band must be in a space designated as a river (blue circle) or ocean port
(dock) space on the map. Once placed, the muskets move with the war
band.
Philip may only recruit a tribe that is ready for war. To determine
whether a tribe will join the war, consult the Alliance Chart on the
player aid card. The first column lists the tribes that may ally with
Philip; the second column lists the number of settlements razed necessary for an alliance. If that many English settlements, or more, have been
razed, the tribe is ready for war.
To recruit a tribe that is ready for war, move the Philip counter to any
one of that tribe’s village spaces. The Indian player can simply pick up
the counter and move it to the new location—there are no movement
limits for Philip in this step. In addition, you may move one unit (full
strength or weakened) with Philip. Once Philip is in a ready-for-war
tribe’s space during this phase, the tribe automatically becomes allied
and active.
Exception: Mohawks (see rule 11.2)
Philip may move normally in the following Indian movement phase.
Once the tribe enters the war, look at the fourth and fifth columns on
the Alliance Chart. They show the number of initial units a tribe gets
on entry and the number of reinforcements it receives per turn. Place
the entering units in the tribe’s territory, one per village. Also place the
tribe’s Sachem (and Key Leader Canonchet if the Narragansetts are the
just activated and newly active tribe) in any village, including one that
contains a war band.
Play Note: After placing the initial units, it can be helpful to place the
reinforcements on the Turn Track when they will become available.
11.2 Mohawks
Historical Note: the Mohawk tribe is a special case. Both Philip and
Governor Andros of New York attempted to recruit the Mohawks. Shortly
after Philip arrived in the Mohawk’s vicinity, the Mohawks attacked Philip
and his war band and routed them.
Only the Indian player can attempt to recruit Mohawks, but the attempt could backfire.
The Indian player chooses which war band gets the muskets, but a war
band only receives an advantage from one Musket marker at a time.
The Indian player may attempt to recruit the Mohawks only after razing
seven settlements.
If no war band is eligible to receive the muskets, place the marker on the
next space of the Turn Track. The Indian player may receive more than
one Musket marker per turn if this happens.
To make the attempt, move Philip to the Mohawk Treaty Space. This
is the only space from which Philip may recruit the Mohawks. When
Philip arrives in the space, roll a die and apply the following results.
If a war band with muskets splits up, the Indian player decides which
unit(s) keeps the muskets.
If all units in a war band with muskets are defeated, the Musket marker
is removed from the game
11.0 Phase 3: Indian Diplomacy
11.1
Conducting Diplomacy
1-3 The Mohawks join Philip
4-5 The Mohawks remain neutral.
6
The Mohawks attack Philip, then are removed the game.
If the result is 1-3, the Mohawks join the Indians. The Indian player
controls these Mohawks and any Mohawk reinforcements for the
remainder of the game.
Historical Note: conducting diplomacy and raising troops were Philip’s
main activities during most of the war.
If the result is 4-5, the Mohawks remain neutral. Philip may make
another attempt to recruit the tribe in a later diplomacy phase.
In this phase, the Indian player may recruit neutral tribes to Philip’s
If the result is 6, the Mohawks immediately attack Philip’s war band.
Place Battle markers on the connections between the Treaty Space and
© Multi–Man Publishing, Inc. 2010
9
the other Mohawk villages. This will be two attacks, since there are two
Mohawk war bands, unless Philip evades or his entire war band is lost in
the first attack. The English player decides which war band attacks first,
rolls the dice for the Mohawks, and makes any battle decisions required
by the battle results and/or event die.
or company in the same movement phase.
After this special attack during the diplomacy phase, all the Mohawk
units are removed from the game, and they may never be recruited
again.
Remember, a settlement or village that has been razed is considered a
neutral area.
12.0 Phases 5 and 7: Movement
12.1 How to Move
Historical Note: the Indians moved more quickly, were more aggressive,
and understood wilderness warfare better than the English at the beginning of the conflict.
Play Note: the Indian player begins the game with much greater mobility than the English player. He must use that advantage to maximum
effect in the early turns, before Benjamin Church enters the game.
In each player’s respective movement phase, the owning player moves
any of his Infantry or leaders up to their movement allowance (defined
by the number of pips in each connection they move through or place a
battle marker in).
Each war band may move a total of 6 pips (7 if they have a Guide; 5 if
they have a spy; 6 if they have both).
Each company may move 5 pips (6 if they have a Guide, 4 if they have a
Spy and 5 if they have both).
A war band or company can never spend more pips than their total
allowed. A war band or company does not have to spend all of its pips,
but pips cannot be saved or carried over to the next turn or given to
another war band or company. Pips not used are lost.
Movement along a land path costs a number of pips equal to the number of pips in the connection—so it costs 2 pips to move along a 2-pip
connection. Movement from one river space to an adjacent river space
costs ½ pip—think of the river as having ½ pip along the connection.
Placing a Battle marker on a connection costs the same as moving along
it—the number of pips on the connection, or ½ pip along a river.
HOWEVER, placing a Battle marker ends the movement of the active
war band, regardless of how many MP it has remaining.
These pip costs for movement and placing of Battle markers are doubled
during the winter turn.
Both players can add units to or drop them from stacks at will, as long
as:
·
the stacking rules are maintained; AND
·
no unit moves more than it’s total pip allotment; AND
·
no unit moves more than once per movement phase.
Picking up or dropping off units does not count as an additional moving
war band or company.
Units which are dropped off by a war band or company may not move
again in the same movement phase.
Units which are picked up cannot have moved with any other war band
© Multi–Man Publishing, Inc. 2010
War bands or companies may freely enter open areas and/or allied
villages/settlements. War bands or companies may not enter enemy
settlements or villages.
War bands and companies cannot enter non-active, non-allied villages.
A company (an English stack) can attack a non-active, non-allied
village, but the attacked village will immediately join the Indian side.
Immediately after the Battle marker is placed to show an attack on such
a village, and before any other game action is completed, the Indian
player performs all the actions as if the tribe had just been allied to
Philip in the diplomacy phase.
Limitations on movement:
•
The Indian player may only move up to 5 war bands per movement phase.
•
The English player may only move up to 3 companies per
movement phase until Church arrives, and then the number is
increased to 5
•
The English may only move along 1- pip connections until
Church arrives, unless they have a Guide with them. After
Church arrives, the English may move along 2- and 3-pip connections.
12.2 River Movement
Only war bands may perform river movement until Church enters the
game. After that, companies including Church or Allied Indians may
perform river movement.
Rivers between spaces are considered to have ½ pip, so it costs ½ pip to
move along a river from one space to the next.
War bands and companies moving by river cannot pass through an
enemy settlement/village or end their move in an enemy settlement/
village.
War bands moving by river can pass through a non-active, non-allied
river village space. In other words, unallied tribes will let war bands float
past their villages unharmed. The moving war band cannot stop in the
unallied village. It must end its move in a friendly or open space.
12.3 Ocean Movement (English only)
English units may use ocean movement. Allied Indians may never use
ocean movement, even if stacked with English units.
To use ocean movement, a company must begin its move in an ocean
port. The company must spend all of its movement to travel to any other
ocean port. It must end its turn in the port of arrival.
Play Note: There are connections crossing the water between some
ocean ports. Indian and English units may travel along these connections. This does not constitute ocean movement.
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12.4 Interception of Moving War Bands/Companies
When a moving enemy war band/company enters a space adjacent to a
friendly stack or stacks, players may attempt interception.
Friendly stacks may not attempt interception into a space containing
an enemy village/settlement or another enemy war band/company.
Interception cannot occur by river or by a connection which crosses a
body of water other than a river.
Leaders alone cannot attempt interception—they must be accompanied
by friendly Infantry.
For each eligible space the moving enemy war band/company enters,
each eligible friendly stack may only make one interception roll. Neither
a Guide nor a Spy can trigger a re–roll on an interception attempt.
To determine whether an interception attempt is successful, roll a die.
War bands and companies intercept on a roll of 5 or better. Apply the
following modifiers to the roll.
Apply the following modifiers to the roll:
When successful interception of a Battle marker occurs, the owning
player chooses which of his stack’s Infantry, Leaders and markers to
place in the target space. Stacking limitations must be honored.
12.6 Winter Movement
During the winter turn (Turn 5), movement costs are doubled. For
example, a 2-pip connection costs 4 pips.
12.7 Placing Battle Markers
During the Movement Phase, the moving player may place Battle
markers after completion of a war band’s or company’s movement. These
markers may be placed on connections (or, if space is tight, placed close
by just so that it is clear who is being attacked) to adjacent spaces which
have enemy or neutral units.
There are limits on how many of these may be placed in the movement
phase. Up to 5 battle markers may be placed by the Indian player, and
up to 3 may be placed by the English player. This number increases to 5
for the English player once Church arrives.
•
Number of pips in connection -1/2/3
•
Captain +1
•
Key Leader +2
The war band or company must also have sufficient pips remaining after
it has moved to pay for the placement. The war band or company must
be able to legally move along the connection or river (no more than
1-pip for the English, if pre-Church and without a Guide) during its
movement phase to place a Battle marker. Place the marker on the connection or river between the war band or company and the defending
enemy stack or space (or close by if space is tight).
•
Spy (in intercepting company) -1
Placing a Battle marker ends the war band’s or company’s movement.
•
Guide (in intercepting company) +1
After placement, the Battle marker may be intercepted as per the
interception rules (see rule 12.5).
When successful interception occurs, follow this procedure before
continuing with the movement of other stacks.
Step 1: The intercepted player returns the moving war band/company
to its previous space (the one from which it moved into the
interception space). It may move no further this movement
phase.
Step 2: The intercepting player chooses which of his stack’s Infantry,
Leaders, and markers to place in the interception space.
Stacking limitations must be honored.
Step 3: The intercepted player places a Battle marker on the connection that his stack was moving through when it was
intercepted. A battle will be fought in the upcoming Combat
Phase. This Battle marker does count against the total allowed
for the player in this Movement Phase.
Other units from the moving side may still enter the intercepted stack’s space, and, placement of the Battle marker may
still trigger interception attempts by units from the interceptor’s side, both subject to stacking rules.
Interception cannot occur by river or by a connection which crosses a
body of water other than a river.
A leader is not required to start a battle.
Multiple war bands and companies may attack the same target from
different spaces, but they must attack separately, using multiple Battle
markers.
Attacks from different spaces are never combined.
If one attack removes all enemy units from the target space, other attacks on that space are wasted. Units in other war bands/companies that
were marked to attack a space made empty by battle may advance into
the abandoned space, within stacking limits.
The player whose phase is the current Combat Phase chooses the order
in which battles are resolved. See the Combat section immediately
below for rules on resolving battles.
After each battle is resolved, flip the Battle marker to its “Battle Fought”
side. After all battles have been resolved, remove the Battle Fought
markers from the map before moving to the next phase.
12.8 Winter Battle Limits
Players may place only 3 battle markers each in the winter turn (Turn 5).
12.5 Intercepting Battle Markers
13.0 Phases 6 And 8: Combat
Immediately after an enemy Battle marker is placed, friendly bands/
companies adjacent to the target space may attempt interception into
the target space. The same conditions, die roll, and modifiers apply as
when intercepting moving units.
Battles must occur for every battle marker placed, and the entire
company or war band must attack or defend (the attacker may split his
company or war band between multiple battles, but every member of
the company or war band must be involved in one battle). During the
© Multi–Man Publishing, Inc. 2010
11
Indian Combat phase, the Indian player is considered the attacker and
the English player is considered the defender. These roles are reversed
during the English Combat Phase.
The attacking player determines the order in which battles are resolved.
Battle resolution consists of nine steps, and all nine steps must be
completed before the next combat is resolved.
Following each battle, flip the Battle marker to its “Battle Fought” side.
13.1 Battle Step 1: Evasion (voluntary)
All defending war bands or companies may attempt to evade. If the defender wishes to attempt evasion, he declares the location he will escape
to. The escape space must be adjacent to the battle space. It cannot be a
non-active, non-allied village or an enemy village or settlement, nor may
it contain any enemy units. It may contain friendly units, but only if the
combined forces would not violate stacking limitations, including those
on mixing colonies or tribes. If there is no available space for escape, the
defender cannot evade. The entire war band or company must evade
together and evade to the same eligible space as one. You may not split
up your company or war band when you evade.
Once an eligible escape space has been identified, the evading player
rolls a die.
Re-rolls
If either or both players have a Spy that is attached to a leader on the
enemy side, he may ask for a re-roll of any of the three dice just rolled.
The attacking player chooses first, and then the defender. If you choose
to not use your re-roll, you may not change your mind after you had
your chance.
The re-roll may be one (and only one) of the three dice just rolled (if
doubles were just rolled, you may not use the Spy or Guide, they are just
removed). After the re-roll, that becomes the new roll in every way. The
Spy that caused this re-roll is then removed from the attached leader
and placed aside for future use. Each player may only use one Spy re-roll
per battle.
Guides may now be used, if present. Guides allow the leader with the
Guide to re-roll one of the three dice just rolled. The attacker chooses
first, then the defender. As before, you can’t change your mind after you
have your chance to use the re-roll. After the re-roll is made, the Guide is
removed from the leader and returned to the counter pool.
If there are no doubles with the red and green dice after all these re-rolls,
or if there weren’t any to begin with, play proceeds as follows:
English evade by rolling a 7 or higher.
Note the total of the red and green dice. If the total is even, the Event
die’s result will affect the English; if it is odd, the Event die result will
affect the Indians (both assuming the Event die has an effect). Note that
this is who the event affects - not whether it is a good or a bad thing.
Some events are good and some are bad.
Apply the following modifiers to the roll:
13.3 Battle Step 3: Determine Event Die Effect
Indians evade by rolling a 5 or higher.
•
Sachem/Captain +1
•
Key Leader +2
•
Spy -1
•
Guide +1
A war band cannot attempt evasion if the attacking company includes
the Church counter.
If the defender successfully evades, it moves to the escape space. If there
is still a village, settlement or fort in the battle space, the battle is still
fought without the evading defenders. If the battle space is open, flip the
Battle markers to the “Battle Fought” side, but no battle occurs.
Advancing after evasion is optional. If the battle space is open (either
originally or because it has been razed), one or more attacking units
may advance. They may come from any space marked for battle with the
battle space.
13.2 Battle Step 2: Battle Roll
The attacker rolls three dice: one red die for the English, one green die
for the Indians, and one Event die.
The best laid plans go awry. If the red and green dice rolled doubles, fate
has stopped the battle. This could be due to weather, justifiable wariness,
timid leadership, or getting lost. Inopportune circumstances cancel
the attack. The battle is over, so ignore all dice results, including the
event die. When doubles are rolled, all Spies and Guides are removed
from both players’ leaders and placed aside for future use. This includes
doubles caused by a Spy or Guide re-roll.
© Multi–Man Publishing, Inc. 2010
Determine the result of the Event die.
Ambush
Normally, battle is simultaneous. With this result, the
affected player has been ambushed. The non-affected
player resolves his attack first, and the affected player takes
his losses. Then, if any of the affected player’s SP remain, he attacks, and
the non-affected player takes his losses. Resolve the rest of the combat
normally. You keep your same roll that was made at the beginning. You
just apply losses based on your current.
Spy
If there is no leader or Key Leader present in the affected
player’s stack, or if all Spy markers are already in play,
ignore this result.
The affected leader takes a Spy marker, if available. Later, in Battle
Step 8, the affected player places the Spy marker with a friendly leader
involved in the battle. The Spy must be placed with a Key Leader if one
participated in the battle. If not, place the Spy marker with a Sachem or
Captain. The spy does not affect the current combat.
Spies have following future effects on their stack:
•
-1 on evasion rolls.
•
-1 on interception rolls.
•
-1 pip for movement.
•
-1 SP in combat.
•
Opponent can re-roll one of the three battle dice in one battle
(not an evasion roll).
12
Spies do not leave the leader they are assigned to. The spy is removed
only when the re-roll option is used. The marker is then immediately
removed from the map and returned to the counter pool.
A stack may not have more than one Spy assigned to it. If a Spy result is
rolled when the affected stack already has one, there is no effect.
A stack may have both a Spy and a Guide.
Emergency Reinforcements
The affected player receives emergency reinforcements in
the battle. When determining loses, shift his result one
column to the right, as if his stack had an additional SP.
Example: the English, with 4 SP, are the affected side. When calculating
losses to the Indians (the red die), use the 5 SP column.
Massacre
The affected player’s opponent has committed a massacre
and aroused the countryside.
In Battle Step 8, the affected player receives 1 full-strength Infantry
unit in a friendly village or settlement. The Indian player must: select a
Warrior unit belonging to an active and allied tribe which has neither
surrendered nor been devastated. He must place the Warrior in a village
meeting the same conditions. The English player must select a Soldier
unit belonging to a colony which has not been devasted and place it in a
settlement meeting the same condition.
Stacking rules must be honored when placing the Infantry. The Infantry
does not have to come from the same tribe or colony as the space it is
placed in.
The Infantry unit may come from the Eliminated Units box or the
counter pool. If no Infantry meeting the above conditions is available,
then this roll has no effect.
Play Note: the newly raised unit is not placed until Step 8, so it cannot
affect the current battle, but it can possibly affect other as yet unresolved
battles.
Panic
Some or all of the affected player’s forces have panicked.
The non-affected player chooses 1 enemy unit, village or
settlement, or fort in the battle space to be excluded from
the affected player’s battle calculation.
Guide
If there is no leader or Key Leader present in the affected
player’s stack, or if all Guide markers are already in play,
ignore this result.
The affected player takes a Guide marker, if available. Later, in Battle
Step 8, the affected player places the Guide marker with a friendly leader
involved in the battle. The Guide must be placed with a Key Leader
if one participated in the battle. If not, place the Guide marker with a
Sachem or Captain.
Guides have following effects on their stack:
•
+1 on evasion rolls.
•
+1 on interception rolls.
•
+1 pip to the company’s or war band’s movement allowance.
•
Allows the English player to use 2- and 3-pip connections with
this stack prior to Church’s entry.
•
Player can re-roll one of the three battle dice in one battle (not
an evasion roll).
Guides do not leave the leader they are assigned to. The Guide is
removed only when the re-roll option is used. The marker is then immediately removed from the map and returned to the counter pool.
A stack may not have more than one Guide assigned to it. If a Guide
result is rolled when the affected stack already has one, there is no effect.
A stack may have both a Spy and a Guide.
Play Note: the Guide is not placed until Step 8, so it cannot affect the
current battle.
13.4 Battle Step 4: Determine Losses
After applying the Event die result, players determine the number of
strength point in the battle for each side. Count the strength points like
this:
+2 for each full strength Warrior/Soldier.
+1 for each weakened Warrior/Soldier.
+1 for a Key Leader present.
+1 for a Musket counter (+1 maximum).
+1 for an undamaged village/settlement.
+2 for an undamaged fort.
+1 for a damaged fort.
-1 for a Spy counter.
The English player checks the number of English SP against the result
on the red die to determine the number of Indian SP lost in the battle.
The Indian player checks the number of Indian SP against the result on
the green die to determine the number of English SP lost in the battle.
Undamaged villages and settlements receive 1 SP, even if no defending
units are present.
Full-strength forts provide 2 SP and damaged forts provide 1 SP, even if
no defending units are present.
Historical Note: This represents the inhabitants defending the settlement or
village and the garrison defending the fort.
13.5 Battle Step 5: Remove and Record Losses
The owning player determines how his forces take their losses. Each side
must take all of its losses in SPs as determined by the Combat Results
Table.
Option 1: Warriors or Soldiers
A player may flip a full–strength Warrior or Soldier to its weakened
state to account for 1 SP lost.
© Multi–Man Publishing, Inc. 2010
13
A player may remove a weakened Warrior or Soldier to account for 1 SP
lost. A removed Warrior or Soldier is defeated.
If a Warrior or Soldier is defeated, the opposing player receives 1 VP.
Move his VP marker one space forward on the Victory Point track.
Defeated Soldiers are returned to the pool of counters for future use as
reinforcements. Defeated Warriors are removed to the Eliminated Units
box (except Mohawk Warriors, which go into the counter pool and can
return as reinforcements).
game. If the English lose both Church and Winslow—they are either
both dead and/or on the reinforcement track at the same time—Indian
tribes will no longer surrender for the rest of the game.
If Canonchet or Church have not entered the game, they are not
considered on the reinforcement track or dead.
When a leader is lost, any Spy or Guide attached to him is returned to
the counter pool. Spies and Guides are not transferable to other leaders.
Muskets are also removed from war bands, but these are lost forever.
Option 2: Villages, Settlements, and Forts
13.6 Effects of Losses
To account for 1 SP lost, a player may:
Tribal Surrender
•
place a damaged marker on a fort;
•
flip a damaged marker on a fort to its breached side;
•
place a raided marker on a village or settlement; or
•
flip a raided marker to its razed side (this converts the village or
settlement into an neutral area).
When a fort is razed, the attacking player receives 1 VP. Move his
marker one space to the right on the Victory Point track.
When a village or Indian fort is razed, the English player receives 1 VP,
and the Indian player loses provisions. Move the English player’s VP
marker one space to the right on the Victory Point track. Move the
Indian Provisions Lost marker one space to the right on the Victory
Point track.
At the end of any battle in which the English Victory Points marker
moves on the Victory Point track, check to see whether it has moved to
or past a tribe’s name. If so, the tribe named in that space immediately
surrenders.
The tribe is now neutral. Remove all units of the surrendered tribe from
the map. These units are not defeated and remain in the counter pool.
No VPs are scored for units removed in this way. When removing a
surrendered tribe’s units from the map, be sure to keep the correct side
of the counter face up. If the tribe’s villages are attacked after surrender,
the tribe will return to the war and should remain at the strength it had
when it surrendered.
Only the English may attack a defeated tribe.
The tribe will not return to the war unless attacked, in which case it will
immediately join the Indian side permanently.
When a settlement or English fort is razed, the Indian player receives
1 VP, and the English player loses provisions. Move the Indian player’s
VP marker one space to the right on the Victory Point track. Move the
English Provisions Lost marker one space to the right on the Victory
Point track.
Play note: this means the tribe will never surrender.
Leaders
Devastation
If the last unit is removed from a company or war band in battle, any
leaders present are lost. Loss of a Sachem or Captain gives your opponent 1 VP. Loss of a Key Leader gives your opponent 2 VP. Move his VP
marker one or two spaces forward on the Victory Point Track.
If any colony or tribe has all of its settlements or villages razed, it drops
out of the war. Its companies or war bands on the map may continue to
fight, but it receives no further reinforcements.
Play Note: removing a leader counter does not satisfy SP loss requirements, even though it provides VP to your opponent.
Sachems and Captains lost in battle are placed on the Turn Track, two
spaces ahead of the current turn. They will return to the game —have a
successor—in the reinforcement step of that turn. Leaders always rise to
the occasion.
Key Leaders lost are not so easy to replace and must be checked for
survival. Roll a die for each Key Leader lost. On a roll of 1-3, the Key
Leader has died and is removed from the game. On a roll of 4-6, the Key
Leader is wounded and placed two spaces ahead on the return track. He
will return during the reinforcement step.
Play Note: regardless of the die result, a lost Key Leader gives 2 VP to
the opposing player. In theory, a sturdy Key Leader could be wounded
more than once and keep returning to the game, providing several VP to
your opponent.
Loss of Key Leaders has significant impact on a side’s ability to wage
war. If Philip and Canonchet are either both dead or both on the
reinforcement chart simultaneously, the Indians immediately lose the
© Multi–Man Publishing, Inc. 2010
Note that some tribes are not listed on the Victory Point track: the
Wampanoag, the Mohawk, and the Allied Indians. These tribes will not
surrender.
New York/Connecticut Border War
Historical Note: New York and Connecticut had ongoing boundary
disputes during the war.
During this step, check whether any Connecticut settlements have been
razed. If so, the Indian player may attempt to exploit the New York/
Connecticut conflict.
The Indian player may only make an exploitation roll once per game.
When a Connecticut settlement has been razed during this Combat
Phase, the Indian player must decide in this step whether to make a die
roll for exploitation. The Indian player rolls a die with no modifiers. If
the result is less than the number of Connecticut settlements razed at
that time, the Indian player receives 3 VP.
If the roll is equal to or greater than the number of razed Connecticut
settlements, the Indian player receives nothing.
Either way, the Indian player may not make another exploitation roll.
14
13.7 Battle Step 6: Advance after Combat
After taking losses, the attacker may enter the battle space if:
•
there are no enemy Infantry there; and
•
the space is open, whether it started that way or is a razed village/
settlement.
If the above conditions are not met, the attacker remains in his space.
If the conditions are met, the attacking player may move all or part of
his war band/company into the space. Infantry in other companies or
war bands marked for battle in the space may advance, as long as stacking limits are met.
13.8 Battle Step 7: Adjust Victory Points (If Needed)
If needed, adjust the Victory Points as described in Battle Step 5.
difference. If there are not enough Infantry to satisfy the attrition loses,
excess loses are ignored.
Infantry removed by winter attrition do not count as Victory Points for
the opposing player.
Special Note: Indian Infantry removed by attrition can return to the game
and are not placed in the eliminated units box, unlike Indian Infantry
defeated in battle.
Play Note: The measure here is Infantry, not SP. Once a player has removed all of his full–strength Infantry, a weakened Infantry still counts
as an entire Infantry removed. All Infantry removed during attrition
return to the counter pool and can return to the game as full–strength
Infantry.
Play Note: Settlements/villages which have only been damaged, and
forts which have only been breached, are not counted as razed in this
calculation.
•
1 VP for each enemy Warrior or Soldier defeated
•
1 VP for each enemy settlement or village razed
After this step, players should still track Provisions Lost. The number
of settlements/villages/forts razed affects Tribal Surrender and is a
tie-breaker at the end of the game.
•
1 VP for each enemy fort razed
15.0 Phase 10: Check Victory Conditions
•
1 VP for each enemy Sachem or Captain lost
•
2 VP for each enemy Key Leader lost (wounded or killed)
In this step, players determine whether either player has achieved victory. See the Victory Conditions rules below.
13.9 Battle Step 8: Apply Event Die (If Needed)
If needed, place a Spy or Guide with its leader, and place an Infantry
unit raised as the result of a massacre.
13.10 Battle Step 9: Remove Battle Fought Markers
(after last battle)
If neither player has achieved victory, and it is not Turn 9, advance the
Turn marker to the box for the next turn.
16.0 Victory Conditions
Automatic English Victory
The English win a victory at the end of any turn if:
Remove the Battle Fought markers from the map.
•
they have accumulated 30 or more Victory Points; or
14.0 Phase 9: Winter Attrition
•
both Philip and Canonchet are either dead or on the game Turn
Track.
The phase only occurs during Turn 5.
During this phase, players determine whether starvation or desertion
reduces the number of Infantry available to them.
Settlements and villages generate the provisions needed to keep forces
in the field. Players keep track of the resources available to them using
the Provisions Lost markers on the Victory Point Track.
Each time a settlement is razed, move the English player’s Provisions
Lost marker one space right on the Victory Point track. Each time a village is razed, move the Indian player’s Provisions Lost marker one space
right on the Victory Point track.
On Turn 5, the position of a player’s Provisions Lost marker indicates
the number of settlements or villages razed.
For every two settlements the Indians have razed, the English player
must remove one full-strength solider from the map to the counter
pool. For every two villages razed, the Indian player must remove
one full-strength Warrior from the map to the counter pool. Round
fractions down. For example, if seven settlements have been razed, the
English player loses three full-strength Soldiers
If a player cannot remove enough full-strength Infantry to satisfy this
requirement, he removes enough weakened Infantry to make up the
Automatic Indian Victory
The Indians win a victory at the end of any turn if:
•
they have accumulated 30 or more Victory Points; or
•
both Boston and Plymouth have been razed.
End of Game Victory
The game ends at the end of Turn 9. If neither player has achieved an
automatic victory, the side with the most Victory Points wins. If they
are tied, the side which lost the fewest total villages, settlements or forts
wins. If the game is still tied, it is a draw.
If both players achieve an automatic victory on the same turn, the side
which lost the fewest total villages, settlements or forts wins. If the game
is still tied, it is a draw.
17.0 The Short Game
For a shorter version of the game, apply the following changes to the
rules.
© Multi–Man Publishing, Inc. 2010
15
•
The length of the game is only five turns. Cover the evennumbered spaces on the Turn Track with unused counters, coins,
or other handy objects. Play the odd-numbered turns only.
•
Do not roll for Church’s arrival. Church enters the game on Turn
5, the winter turn, during the English reinforcements phase.
•
The English make die rolls for Allied Indians in Turns 5, 7, and 9
in the Introductory Game.
•
Place a Musket marker on Turns 1, 3, 7, and 9.
•
The game ends after Turn 9, or when one player achieves the
automatic victory conditions. Use the same rules to compare VP
totals.
18.0 Optional Rules
18.1 Disunited Colonies
Historical Note: the English colonies fought King Philip’s War united for
“mutual safety and welfare” as the New England Confederation. Such
unity was not guaranteed in these times. This rule assumes that the New
England Confederation was not in force when the war broke out.
Until Church enters the game, units may not voluntarily move outside
their own colonies (including evasion) and may not stack with units of
other colonies.
18.2 Unlimited Ferocity
The attacker may choose to fight two rounds of battle instead of one.
The attacker makes the choice after Battle Step 5. If the attacker chooses
to conduct a second round of battle, and both the attacker and defender
have SP remaining, then add Battle Steps 5a and 5b to the sequence.
Battle Step 5a: Second Round
Roll only the red and green dice again. Do not use the event die.
Doubles on the red and green dice can end the battle and remove Spies
and Guides per normal. Re-rolls are allowed.
Battle Step 5b: Remove and Record Losses
Repeat the procedure for taking losses as described in Battle Step 5.
Then proceed to Battle Step 6.
Play Note: Only five spaces may be attacked. This rule allows some of
them to be attacked twice by the same company or war band.
18.3 Limited Ferocity
Add Battle Steps 5a and 5b, as above. However, only companies and war
bands led by Key Leaders may conduct a second round of attacks.
King Philip’s War: The History and the Game
“No advantage but many disadvantages have arisen to the English by
the war, for about 600 men have been slain, and 12 Captains, most of
them brave and stout persons and of loyal principles, whilest the church
members had liberty to stay at home and not hazard their persons in the
wildernesse.
The losse to the English in the severall colonies, in their habitations
and stock, is reckoned to amount to £150,000 there having been about
1200 houses burned, 8000 head of cattle, great and small, killed, and
many thousand bushels of wheat, peas and other grain burned (of which
the Massachusets colony hath not been damnifyed one third part, the
great losse falling upon New Plymouth and Connecticot colonies) and
upward of 3000 Indians men women and children destroyed, who if
well managed would have been very serviceable to the English, which
makes all manner of labour dear.’’
Source: Albert Bushnell Hart, ed., American History Told by
Contemporaries (New York, 1898), volume 1, 458-60. *Some spelling has
been modernized.
The above excerpt is taken from the official 1685 report of Edward
Randolph, the emissary of King James II sent to investigate violations
of the Crown’s colonial laws. Here Randolph describes the extent of
the damage and hints at the English hubris and the contempt for native
peoples that lay at root of the conflict.
When the English first settled in New England, the land was already
occupied by numerous powerful tribes recently decimated by disease.
Although uneasy about the English presence, the Wampanoag
Sachem (leader) Massasoit, saw a tactical advantage in allying with the
newcomers. This is where Squanto and the legend of the Pilgrim’s idyllic
Thanksgiving feast enter into the picture.
An uneasy truce existed as long as the settlers were able to trade
European goods for abundant beaver pelts. When the river of pelts ran
dry, the colonists demanded land in exchange for goods. Soon settlements were springing up across ancestral hunting grounds and the natives, not understanding the concept of land ownership, were incensed
at the whites’ encroachment, their fences, and their destructive cattle.
Tribal jealousies meant that tribes often warred with one another, but
native warfare had always revolved around bravery and honor rather
than large-scale killing. When tempers flared and burst into violence in
what the English called the Pequot War of 1637, colonists taught the
natives a new paradigm for war. During hostilities, the English played
tribes off against one another and, in the great burning and slaughter
at the Pequot Fort in Mystic, natives were introduced to the European
concept of merciless warfare.
Tribal leaders feared the reprise of such horrors and settled into another
half century of uncomfortable peace in which both sides contributed to
the growing tension. Since all written records of the period were written
by the English, they are strongly colored by Puritan belief and prejudice,
revealing little of the native’s sensibilities. As a result, the true flashpoint
and strategy of the uprising remains a mystery.
The war’s instigator, Wampanoag Sachem Metacom, known to the
English as King Philip, had ample reason to be angry. His brother
had died of a mysterious malady after having been interrogated by the
English. Philip had been dragged into court several times himself. Not
only were his people losing their land, but a number had been stripped
of their weapons. On top of this, tribal members had been tried and
hung by a colonial court over a killing that was essentially a native
matter. Even had he wanted to maintain the peace (which is doubtful),
the young braves could no longer be restrained. Two things were clear:
in 1675 Philip wanted to engage in war but did not want to initiate the
bloodshed; and the war erupted a year before he was fully prepared.
© Multi–Man Publishing, Inc. 2010
16
As this game attempts to demonstrate, the war had no fixed battle lines.
It raged across all four colonies. Caught off guard, colonial forces did
not cooperate well, moved slowly, and attempted ineffective European
tactics. Unable to close with enemy armies, colonial companies followed
the example of settlement burning, focusing on the destruction of
enemy villages. Most colonials mistrusted all “Indians” and their ways.
It was not until English leaders saw the wisdom of men like Benjamin
Church, who wished to employ native allies and employ native tactics,
that the war began to swing back in the colonies’ favor.
Abbreviated Bibliography
Books:
o
A Brief History of the Warr with the Indians in New England
(1676), by Increase Mather
o
After King Philip’s War: presence and persistence in Indian New
England, by Colin Gordon Calloway
o
Diary of King Philip’s War 1675-1676, by Benjamin Church
What had a more substantial impact on the conflict than is covered in
the game was the destruction of the Native Indians food supply. The
fact that most of the native men were away fighting meant that they
could not tend their crops. This, coupled with the colonial ravaging of
their established fields, made it a cruel winter for Philip and his allies.
It is believed that the devastating colonial attack on natives gathered
at the salmon spawning grounds north of Deerfield in the Spring of
1676 was so demoralizing for the hungry tribes that it rapidly led to the
disintegration of opposition later that summer.
o
Flintlock and Tomahawk, by Douglas Edward Leach
o
King Philip’s War, by Eric B. Schultz and Michael J. Tougias
o
Mayflower, by Nathaniel Philbrick
o
The Name of War: King Philip’s War and the Origins of American
Identity, by Jill Lepore
o
Native Peoples of Southern New England, by Moondancer and
Strong Woman
One obscure aspect of the war that is absent from my simulation is the
cruel practice of slave trading, that is the capture of natives during and
after the war who were sold into the Caribbean as slaves. One thousand
men, women, and children were shipped south, some of whom had
taken no part in the war and were, in fact, neutral “Praying Indians”
(Christian converts). The practice was justified by the colonists as a
means to punish the natives, reduce their ability to wage war in the
future, and as a means of paying for the war.
o
Narrative of the Captivity and Restoration of Mrs. Mary
Rowlandson, by Mary White Rowlandson
o
Red King’s Rebellion, by Russell Bourne
o
Soldiers in King Philip’s War, by George Madison Bodge
Although King Philip’s War is a footnote in our school textbooks, it had
significant impact on our history. It eroded Native American military
power in the Northeast. It set the tone for the native-colonist relations.
Subversive support of the uprising continued to sour relations with the
French in the New World. And, most importantly, it provoked stronger
English interference in colonial affairs that, in turn, provoked our own
revolutionary uprising and ultimately, the formation of the United
States of America.
Magazine articles that inspired the design:
o
“King Philip’s Ferocious War” by Ronald G. Domer, Military
History Magazine, December 2004
o
“The Soldier and the King” by Michael Westaway McCue,
American History Magazine, June 2002
The designer would also highly recommend the fictional, but well
researched and detailed, work
New England on Fire by Margaret Barton.
To some Native Americans the wounds of this conflict are still raw.
Late in the game design process, a Rhode Island news story sparked the
fury of native protestors who were led to believe that the game was an
antagonizing gesture. A street protest to ban the game led to further
articles and, ultimately, an AP story that was printed as far away as
Anchorage, Alaska, Arabia and Myanmar.
For a smooth, smart, documentary view, the designer recommends
We Shall Remain from the award-winning PBS series AMERICAN
EXPERIENCE: http://www.pbs.org/wgbh/amex/weshallremain
Invited to participate in a radio talk show, the designer had the opportunity to hear and better understand the emotional effects of this period
on the members of New England tribes. Fearing the continuation of
Indian stereotypes, protestors sought to stop the game because they felt
it dishonored their ancestors and reinforced the idea that their culture
had been erased from New England. Since that time, on three occasions
attempts to contact the council represented by the protestors were
made, but it would appear that media hype has poisoned any possibility
of further discussion.
Tony Vigil, John Poniske Jr. , Roy Struble, Rick Young, Eric Walters,
Bob Ternes, James Davenport, Scott Pizio, Terry Moore, Dan Eustace,
Kathryn & Richard Claydon, James Davenport, Matt Bilderbeck, Matt
Lohse, Matthew Kirschenbaum, Peter Bogdasarian, Kevin Klemme,
Jason Russ, Brandon Butcher, Jonathan Butcher, Allan Rothberg.
The purpose for this game simulation has never changed: it has always
been my hope to increase knowledge and interest in this little-known,
but highly influential, chapter of our country’s history. In publicizing
King Philip’s War, perhaps we, MMP, native protestors and myself, will
raise awareness and understanding of the continuing and vital native
cultures in our country. I encourage you, dear readers, to take advantage
of the bibliography provided. Be adventurous. Wade into the war and
the period…beyond the shallows.
Kevin Klemme
John Poniske
Credits
Playtesters
Rules Formatting
Nick Richardson
Rules Writing
Graphic Artists
Niko Eskubi And Mark Mahaffey
Developer
Adam Starkweather
Designer
John Poniske
© Multi–Man Publishing, Inc. 2010
17
Extended Examples of Play
At the start of play, the Indians possess a great advantage of concentration and mobility. In order to win in the game, you must attempt to
exploit this advantage as long as possible. The following example of play
does not show good game play has been created to show the maximum
number of examples and situations.
© Multi–Man Publishing, Inc. 2010
Below is the game just after being set up. Players are about to start the
game.
Philip is concentrated in his home fort of Montaup and is going to
lash out at his Rhode Island neighbors. His allies, the Pocassets and the
Sakonnets are also ready to strike—the Pocassets in the north towards
Massachusetts and the Sakonnets on their drive to the great fort at
Plymouth.
The map at game start
18
Movement and Battle Marker
Placement
No movement is needed on this first Indian
movement phase as all the forces are very
close together.
The Indian Player places 4 Battle markers
(he may place up to 5 per Indian Movement
Phase) and chooses in which order the
battles will take place. This situation is
shown on the above.
The English have only one interception
possibility - the attack in the far north at
Bridgewater and intercepting from Dedham.
The attempt has a base chance of 5 or higher
of working, and there is a -2 DRM on the
roll (for the pips, or difficulty of terrain,
of the connection of the interceptor to the
attacked space and for the Captain in the
company) - a roll of 5 is needed here. The
English player rolls and gets a 1. They are
still asleep to the growing threat.
As it is the Indian Combat Phase, the Indian
Player may choose the order of the battles.
First up is the battle of Portsmouth as Philip
strikes with his main force.
As is the case with all battles, three dice are
rolled. A green one, a red one and a special
“event die”. The phasing player rolls the
dice and gets: red-1, green-5 and the event
is “Guide”. To determine the affected side,
you sum the two battle dice and if the sum
is even, the English are affected. If the sum
is odd, the Indian is affected. As the sum of
1 and 5 is 6 and even, the event applies to
the English in this case. A Guide can only be
placed with a leader and since the English
don’t have a leader, this is treated as a nonevent. If the event had affected the Indians,
they do have a leader present (Philip in fact)
and a Guide would have been placed with
him at the conclusion of combat.
Combat is a function of the size of the combatants. Each side totals up
their strength and sees what their roll does to their enemy.
After Battle Markers have been placed
For the English, the strength of the defenders is 2 for their Soldiers and
1 for their undamaged settlement, for a total of 3. Cross-referencing the
roll of 1 with the strength of 3, there is no loss to the Indians.
The Indians do a little better. They have a total strength of 7. 3 full–
strength Warriors plus King Philip’s +1 gives them 7. Cross-referencing
their 5 roll, the Indians get a 3 loss result. The English eliminate their
full–strength Soldier to satisfy 2 of their losses and place a raided
settlement marker on Portsmouth. The town is now just barely holding
on - but Portsmouth survives for now. The Indian player gets 1 VP for
the defeated Soldier. With English units still in the space, Philip may
not advance. The aftermath is shown to the right.
The battle marker is flipped to its Battle Fought side. The Battle Fought
marker is used to make sure that the battle has been completed (all steps
have been completed and all rules honored) and players know to move
on to the next battle. There is no other effect of this marker other than
to track where battles have taken place.
The battle for Plymouth
© Multi–Man Publishing, Inc. 2010
19
The next battle is the battle for
Wickford - the town south of Warwick.
Two full-strength Warriors attack the
lonely town. The Indian rolls the die
and gets red-3, green-3, event-Massacre.
The event is once again English (3+1 is
4, and 4 is an even number), and they
suffer the massacre. Although a dreadful
and terrible thing, suffering a massacre
means that the local population will rise
up nearby and provide more forces for
the massacred side. This is a bad combat
for the Indians. The settlement causes
no damage but the poor Indian roll of 3
when cross-referenced with a strength of
The battle for Wickford
4, means the village is raided but not yet
razed. Wickford also holds - no advance and no victory points awarded.
Flip the Battle marker to its Battle Fought side. Here is the aftermath for
this attack:
At the conclusion of the attack, the massacre is resolved. The English,
angry at the news of Indians mistreating Colonials, have provided an
additional full–strength Soldier unit to Wickford (it could go to any
friendly settlement, the English choose to use it here to reinforce the
garrision). It will now be harder to take. So far, the Indians have suffered
a few setbacks. Let’s turn to the Sakonnets’ attack on Swansea.
Two full–strength Warriors and a Sachem (an Indian leader) attack the
settlement at Swansea, with one full-strength Soldier and a Captain (an
English leader). The dice are cast and it is red-2, green-3 and the event is
Panic. This time it is the Indians that are affected by the event (2+3 is 5,
and five is an odd number), and they panic. Must be the bad news from
Wickford. Flip the Battle Marker to its Battle Fought side.
Panic means non-panicking player may choose one of the panicking
player’s units and it is not considered for that player’s combat strength.
The English choose one of the two warriors as panicked and they do
not count for combat calculation. The Indians must now cross-reference
their modified strength of 2 with their green die roll of 3 and get 0
as a result. If they hadn’t panicked, the result would have been a 1.
The Sakonnets perhaps should have attacked the lonely settlement at
Portsmouth, where the English weren’t so strong. The English roll of 2
does no damage either.
The last attack now conducted. Two full-strength Warriors and a
Sachem attack the ungarrisoned Bridgewater settlement. The dice roll is
red-2, green-1, event is Massacre. As the dice sum is odd, the Indians are
massacred and an angry Warrior
counter will be placed at the
conclusion of combat. Both sides
cause no losses in this attack, and
the situation remains unchanged.
A new Warrior is placed with the
attacking war band as news of the
deadly colonial ways reaches deep
into the countryside.
After all battles have been fought,
all battle fought markers are
removed from play
English ocean movement
© Multi–Man Publishing, Inc. 2010
English Movement and Combat.
The English can move 3 companies and can only use 1-pip connections
(until Church arrives). He moves as follows. One company of one fullstrength Soldier moves from Malborough to the neutral space to the
South East, and the warband adjacent to this area does not try to intercept. He then ends his movement, having spent one pip. The company
in Sudbury now moves. It moves first to Dedham and adds the Soldier
unit and the captain there to its company. It then moves to Boston
(which looks safe for the moment) and adds the one soldier there to
its company. It is now at maximum strength, From Boston it moves to
the adjacent neutral space and lastly to the settlement at Bridgeport.
It has moved a total of 4 pips (and all along one pip connections and
throughout this move was never more than one company (and only uses
one of its three allowed companies to move this turn. The company has
one pip of movement remaining and it uses this to place a Battle marker
attacking the Pocassets war band.
Lastly, the Connecticutians have heard the call of their beleaguered
Rhode Islander neighbors. One company of one full-strength Soldier
gets on boats and performs ocean movement to Warwick. This exhausts
the movement of the Connecticutian company and the just sea moved
soldier may not place a battle marker. The Rhode Islanders give wary
thanks to the strangers from another colony.
There’s only one battle for the English combat phase, as the troops
from Bridgewater march on the Pocasset position. Three full-strength
Soldiers and a Captain attack three full-strength Warriors and a
Sachem. A risky attack but the English want Indian loses above all else.
The Indians attempt evasion first. First check to make sure the Indians
have a friendly space to which to evade. They do – it is the village to
the west. Next the Indian’s roll one die and apply any modifiers. In this
case, there is only one – the Sachem grants a +1 to the roll and he must
roll a modified 5 or more to succeed. He rolls a 6 and thus evades. The
Pocasset tribe moves his war band to the river space to the west and the
English attack hits only abandoned village.
The English roll the dice and get red-3, green-3 and the event is
emergency reinforcements. As the dice roll was doubles, there is no
battle and no event takes place. If there was a spy or a guide attached to
the Massachusetts caption (or if there was an Indian leader present with
either a spy or a guide), it would now be removed and placed aside for
future use.
English movement and combat
20
As that was the only attack, the battle
marker is simply removed from play.
Reinforcements on Turn Two
The English place theirs first and get
a total of 5 full-strength Soldiers to
place—two from Massachusetts and one
from each other colony. He places the
Connecticut Soldier in Norwich (not
seen on the map section to the right),
the Plymouth one in Rehoboth, the
Rhode Islander in Pawtuxet, and the
two Massachusetts Soldiers. One goes in
Dedham and one goes in Boston,
Since the Indians haven’t razed 2 or more
settlements to this point in the game,
no neutral tribe is ready for a visit from
Philip. There is no diplomacy phase this
turn.
Next, the Indians place their reinforcements. They get one Sakonnet and one
Pocasset. The other currently active tribe
are the Wampanoags but they are at maximum strength and per the Indian Alliance
Chart, receive no reinforcements this
turn. The Pocasset is placed in the village
two spaces to the northwest of Taunton
and the Sakonnet is placed southeast of
Portsmouth, both are stacked with already
large war bands and are now at maximum
strength (three full-strength warriors and
a Sachem).
Philip, seeing the error of his first turn
strategy, turns to a scorched earth policy
and directs his Warriors to find settlements without Soldiers and burn them to
the ground. He moves his forces to try and
do the most settlement damage and ends
up with this as his position as shown to
the right.
Note that in two cases, one Indian space
is attacking two English spaces. This is allowed since there is more
than one Indian Warrior in the space from which the attack has been
declared and you can place up to as many Battle markers as you have
Warriors in the space (subject to the overall limits of course). The Indian
can decide later which units are attacking where - he just needs to make
sure someone attacks along each Battle marker and at the end of all
battles, all warriors have attacked somewhere.
Let’s do one attack to show how this works. The Pocassets attack on
both Taunton and Middleborough.
The Pocassets have placed two Battle markers from his space so he must
make two attacks. That means at least one Soldier can’t participate
in the first attack. We’ll do Taunton first. Two full-strength Warriors
will attack the space. The Sachem and the last remaining Warrior will
attack Middleborough. The roll for the attack on Taunton is red-1,
green-1 and the event is Ambush (even number so the English would
be ambushed). However, doubles for the combat dice were rolled so
bad weather has cancelled the attack. No guides or spies are present to
be removed, so the attack is called off and nothing is considered to have
happened.
Reinforcements placed (blue borders), then Indian movement and combat
An Example of Diplomacy
It is the start of turn 3, and we have entered the diplomacy phase. The
first step is to see how many settlements have been razed. The easiest
way to do this is to check the English Provisions Lost marker. It is
moved once for each razed settlement. In this game, on turn three, four
settlements have been razed. If you look at the Player’s Aid Side A, you
see a chart that is called the Indian Alliance Chart. It lists the tribes and
how many settlements need to be razed to allow that tribe to join Philip.
If the number is 4, the Narragansetts, the Nipmucks and the Niantics
are all champing at the bit to join Philip. He needs only to go to a space
in their tribe for them to join.
As the Narragansetts are the largest, Philip chooses them to join the
cause. During the Diplomatic Phase, Philip is picked up from wherever
he is and placed on any Narragansett tribal space. The Narragansetts
now join with Philip. There is no die roll needed. It is automatic.
The Narragansetts then take 4 Warriors, a Sachem and Key Leader
Canonchet and place them, one Warrior per space, on any Narragansett
tribal space. Each leader may be placed with any Narragansett Warrior.
The war is spreading and will soon set all of New England afire.
© Multi–Man Publishing, Inc. 2010